One hell of a GUI interface (minus graphical)
"how does this even work lol"
This commit is contained in:
+95
-101
@@ -15,129 +15,123 @@
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namespace GUI
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{
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class WorldFrame : public Frame
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class WorldFrame : public Frame
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{
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public:
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WorldFrame(Frame* parent, std::string name, std::shared_ptr<World> world)
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: Frame(parent, name)
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, m_World(world)
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{
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public:
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WorldFrame(std::shared_ptr<Frame> parent, std::string name, std::shared_ptr<World> world)
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: Frame(parent, name)
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, m_World(world)
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{ }
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EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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}
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void Initialize() override
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void Update(double dt) override
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{
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m_World->Update(dt);
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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RenderQueue.Clear();
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for (auto &pair : *m_World->GetEntities())
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{
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EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
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EntityID entity = pair.first;
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m_World->Initialize();
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}
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!transform)
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continue;
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void Update(double dt) override
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{
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m_World->Update(dt);
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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renderer->Flush();
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RenderQueue<ModelJob> modelQueue;
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RenderQueue<SpriteJob> spriteQueue;
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for (auto &pair : *m_World->GetEntities())
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (modelComponent)
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{
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EntityID entity = pair.first;
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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if (!transform)
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continue;
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auto modelComponent = m_World->GetComponent<Components::Model>(entity);
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if (modelComponent)
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auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
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if (modelAsset)
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{
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auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
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if (modelAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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EnqueueModel(modelQueue, modelAsset, modelMatrix);
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}
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
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}
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}
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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// TODO: Push lights to renderer
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// renderer->PushLight(...);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
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* glm::toMat4(absoluteTransform.Orientation)
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* glm::scale(absoluteTransform.Scale);
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EnqueueModel(modelAsset, modelMatrix);
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}
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}
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renderer->PushQueue(rq);
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Frame::Draw(renderer);
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}
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protected:
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std::shared_ptr<World> m_World;
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private:
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EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
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bool OnSetViewportCamera(const Events::SetViewportCamera &event)
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{
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auto itpair = m_Children.equal_range(event.ViewportFrame);
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for (auto it = itpair.first; it != itpair.second; ++it)
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
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if (!viewportFrame)
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continue;
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auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
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if (textureAsset)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(textureAsset, modelMatrix);
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}
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}
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viewportFrame->SetCamera(event.CameraEntity);
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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// TODO: Push lights to renderer
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// renderer->PushLight(...);
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}
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}
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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protected:
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std::shared_ptr<World> m_World;
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void EnqueueModel(RenderQueue<ModelJob> &renderQueue, Model* model, glm::mat4 modelMatrix)
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private:
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EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
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bool OnSetViewportCamera(const Events::SetViewportCamera &event)
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{
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// Search next layer for viewports and update cameras
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auto itpair = m_Children[m_Layer + 1].equal_range(event.ViewportFrame);
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for (auto it = itpair.first; it != itpair.second; ++it)
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{
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for (auto texGroup : model->TextureGroups)
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{
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ModelJob job;
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job.TextureID = texGroup.Texture->ResourceID;
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job.DiffuseTexture = *texGroup.Texture;
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job.NormalTexture = *texGroup.NormalMap;
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job.SpecularTexture = *texGroup.SpecularMap;
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job.VAO = model->VAO;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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renderQueue.Add(job);
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}
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auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
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if (!viewportFrame)
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continue;
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viewportFrame->SetCameraEntity(event.CameraEntity);
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}
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void EnqueueSprite(RenderQueue<SpriteJob> &renderQueue, Texture* texture, glm::mat4 modelMatrix)
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return true;
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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void EnqueueModel(Model* model, glm::mat4 modelMatrix)
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{
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for (auto texGroup : model->TextureGroups)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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ModelJob job;
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job.TextureID = texGroup.Texture->ResourceID;
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job.DiffuseTexture = *texGroup.Texture;
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job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
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job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
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job.VAO = model->VAO;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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RenderQueue.Add(job);
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}
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};
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}
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void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.Texture = *texture;
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job.ModelMatrix = modelMatrix;
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RenderQueue.Add(job);
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}
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};
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}
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